Pathfinding: Difference between revisions

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{{user commentary|
{{user commentary|
The usefulness of the Pathfinding skill depends on the terrain of the map. If you walk primarily on your home soil, [[Logistics]] is sufficient. However, if a map has vast territories very hard to pass (e.g. [[swamp]]), Pathfinding works decently. Playing against [[Tower]] or [[Fortress]] is a reason to use Logistics and Pathfinding.
The usefulness of the Pathfinding skill depends on the terrain of the map. If you walk primarily on your home soil, [[Logistics]] is sufficient. However, if a map has vast territories very hard to pass (e.g. [[swamp]]), Pathfinding works decently, potentially even better than [[Logistics]]. Playing against [[Tower]] or [[Fortress]] is a reason to use Logistics and Pathfinding.


The feasibility of pathfinding rests heavily on the characteristics of the map. On a map with very few areas of rough terrain, pathfinding is useless, but on maps containing a lot of rough terrains it becomes extremely valuable - potentially even more so than [[Logistics]]. Pathfinding can always be recommended as a secondary skill for scout type secondary heroes, but it may also be valuable for the main hero(es). It should be noted that some factions' [[native terrain]]s include rough terrains, which may affect the necessity of pathfinding.
Pathfinding can always be recommended as a secondary skill for scout type secondary heroes, but it may also be valuable for the main hero(es). It should be noted that some factions' [[native terrain]]s slow the enemy down very much, which gives the player a big advantage and therefore may affect the necessity of pathfinding.


=== Things that ruin Pathfinding ===
=== Things that ruin Pathfinding ===

Revision as of 14:11, 30 June 2021

Secondary skills
 Air Magic
 Archery
 Armorer
 Artillery
 Ballistics
 Diplomacy
 Eagle Eye
 Earth Magic
 Estates
 Fire Magic
 First Aid
 Intelligence
 Interference Horn of the Abyss
 Leadership
 Learning
 Logistics
 Luck
 Mysticism
 Navigation
 Necromancy
 Offense
 Pathfinding
 Resistance
 Scholar
 Scouting
 Sorcery
 Tactics
 Water Magic
 Wisdom
Pathfinding
Basic Pathfinding: reduces the movement penalty for rough terrain by 25%.
Advanced Pathfinding: reduces the movement penalty for rough terrain by 50%.
Expert Pathfinding: reduces the movement penalty for rough terrain by 75%.

Pathfinding is a secondary skill, that reduces the movement penalty for rough terrains. A hero with expert pathfinding secondary skills treats all terrains as grass, which means that the hero suffers no penalty for crossing rough, sand, snow or swamp terrain types. Penalty reductions from the skill level are tabulated below.

Terrain penalties with different levels of Pathfinding:
Terrain None Basic Advanced Expert
Dirt
Grass
Lava
Subterranean
Highlands Horn of the Abyss
100% 100% 100% 100%
Rough
Wasteland Horn of the Abyss
125% 100% 100% 100%
Sand
Snow
150% 125% 100% 100%
Swamp 175% 150% 125% 100%

Heroes with Pathfinding as a starting skill:

Chance to get

Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss Horn of the Abyss.
Banned skills change the probability.

Town Class Chance to learn
Castle  Knight   4
Castle  Cleric   2 (lowest)
Rampart  Ranger   7
Rampart  Druid   5
Tower  Alchemist   4
Tower  Wizard   2 (lowest)
Inferno  Demoniac   4
Inferno  Heretic   4
Necropolis  Death Knight   4
Necropolis  Necromancer   6
Dungeon  Overlord   5
Dungeon  Warlock   2 (lowest)
Stronghold  Barbarian   8 (highest)
Stronghold  Battle Mage   4
Fortress  Beastmaster   8 (highest)
Fortress  Witch   2 (lowest)
Conflux  Planeswalker   6
Conflux  Elementalist   2 (lowest)
Cove  Captain   8 (highest)
Cove  Navigator   6
Factory  Mercenary  {{{21}}}
Factory  Artificer  {{{22}}}


|}

User commentary

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Some may find the information in this section subjective or irrelevant.

The usefulness of the Pathfinding skill depends on the terrain of the map. If you walk primarily on your home soil, Logistics is sufficient. However, if a map has vast territories very hard to pass (e.g. swamp), Pathfinding works decently, potentially even better than Logistics. Playing against Tower or Fortress is a reason to use Logistics and Pathfinding.

Pathfinding can always be recommended as a secondary skill for scout type secondary heroes, but it may also be valuable for the main hero(es). It should be noted that some factions' native terrains slow the enemy down very much, which gives the player a big advantage and therefore may affect the necessity of pathfinding.

Things that ruin Pathfinding


See also:

Template:Keywords